Cool Idea has a lot of potential
but the textures are quite awful and feel out of place.
Not to mention it's eye burning.
Hopefully someone will commit to helping me make textures. I'm a scientist/engineer/statistician and have absolutely no sense of visual aesthetics. My code is pretty though.
Ok. Yea, all bets are off for Tinker's Construct. I'd have to interact with its API to add a new material for each stone hardness level. Something to put on the TODO list.
I haven't had a chance to test if but someone had Metallurgy and the ExtraTic Add-on that allows you to smelt Metallurgy ores in the smeltery, you should theoretically be able to smelt PFAA ores in the smeltery. You would probably have to grind them to dusts first. That's a lot of dependencies, but it is a workaround.
It would be awesome to get some real art. It's a lot of art though. I guess we'd start with the ore textures, as overlays that can be rendered on top of the stone textures. At least some of the stone textures might need to be reworked to better support overlays. We'll see though. I'll leave the style up to you. I was thinking though of a little randomization, where e.g. the overlays are rotated to a random degree. So it might not be possible to establish a cross-block flow.
I'll see what I can do to help out. Rotation would help a little. The biggest issue with cross-block flow is that sharp cut-off at the edge of the block, but with something like banded iron it's kind of required.
One idea is to use connected textures with the overlays and maybe even stone. Using CTM you could basically fade the texture at the edges to give it a more natural flowing look. I'm not sure if CTM would affect the performance while generating though, let alone how hard it would be to program. I think I'm going to have to play around with this and see how it looks.
I love your goal with this. If you need any help as far as chemical engineering goes, you can consult me, I'm currently an undergrad and will research what I need to for ya. Message me on these forums.
I may not be an undergraduate but I am interested in Inorganic (or organic) chemistry along with geologist interests. Also there is a way of making the texture blend in with other blocks next to the stone/ore via coding
I may not be an undergraduate but I am interested in Inorganic (or organic) chemistry along with geologist interests. Also there is a way of making the texture blend in with other blocks next to the stone/ore via coding
Yea, just to clarify, the blending/compositing is not the issue: I just need some good art.
I'll try see what I can do, which stone or ores needs to be prioritised?
I'll leave that partially up to you (which ones are the ugliest?) but it might also help to rank by prevalence in the world. Things like banded iron, chalcopyrite, sphalerite, galena, bauxite... in terms of stone limestone might be ugly? Please remember to do these as overlays.
How would this mod handle being placed alongside something that generates ores not found in real life, i.e. Thaumcraft's infused stone or Metallurgy's fantasy/nether metals?
Noogenesis do you think connected textures is something you're interested in doing? If you are that would make ore veins that flow from one block to the next more feasible. If not, it would probably be better to do ore that doesn't flow.
I started dinking around with the banded iron texture and it looks much more natural in my opinion. On the left is banded iron with ctm on the right is without. FYI, these are 32x since that's the resolution I typically use but I can easily down-res to 16x when the time comes. http://imgur.com/bWioCrS
I'm not sure what's causing it but it could be anything considering I have several dozen other mods installed. Some of the mods I have that include world generation are Better Dungeons, Thermal Expansion, Metallurgy and Better World Generation 4 so it could be one of those. Just thought you should be aware of it.
How would this mod handle being placed alongside something that generates ores not found in real life, i.e. Thaumcraft's infused stone or Metallurgy's fantasy/nether metals?
It works great! In fact COG (which is required) has custom generation options for Thaumcraft infused stone as well as many other mod ores.
Sweet mod. I would help with textures if needed, but I'm out of practice, been doing a lot of 3D modeling lately. Anyway, super cool mod. Keep up the good work.
Noogenesis do you think connected textures is something you're interested in doing? If you are that would make ore veins that flow from one block to the next more feasible. If not, it would probably be better to do ore that doesn't flow.
I started dinking around with the banded iron texture and it looks much more natural in my opinion. On the left is banded iron with ctm on the right is without. FYI, these are 32x since that's the resolution I typically use but I can easily down-res to 16x when the time comes. http://imgur.com/bWioCrS
I think that looks great. Thanks so much for investing your time. Does anyone else have an opinion? Please chime in.
As far as CTM, that would obviously depend on mcpatcher, and I *think* it would work with the custom overlay rendering. I would suggest though, that if our aim is to replace a large number (all?) of the textures, we should create non-CTM variants first, and then CTM-ify later.
I'm not sure what's causing it but it could be anything considering I have several dozen other mods installed. Some of the mods I have that include world generation are Better Dungeons, Thermal Expansion, Metallurgy and Better World Generation 4 so it could be one of those. Just thought you should be aware of it.
Yes, this a COG bug that existed before I took over its maintenance. Haven't managed to track it down yet :/ You can fix by entering "/cogPopulate 1" if you have admin/cheat privileges.
I think that looks great. Thanks so much for investing your time. Does anyone else have an opinion? Please chime in.
As far as CTM, that would obviously depend on mcpatcher, and I *think* it would work with the custom overlay rendering. I would suggest though, that if our aim is to replace a large number (all?) of the textures, we should create non-CTM variants first, and then CTM-ify later.
What do you think?
I don't think it would be a good idea to have a dependency on something like MCPatcher. I was thinking more of having it programmed into the mod like what Extra Utilities and Chisel Mod do. Neither one of them do it in world generation or on an overlay though, just in crafted blocks.
Yes, this a COG bug that existed before I took over its maintenance. Haven't managed to track it down yet :/ You can fix by entering "/cogPopulate 1" if you have admin/cheat privileges.
I don't think it would be a good idea to have a dependency on something like MCPatcher. I was thinking more of having it programmed into the mod like what Extra Utilities and Chisel Mod do. Neither one of them do it in world generation or on an overlay though, just in crafted blocks.
Yea, Geologica could do it on its own. I just wish there was some library that would take care of it for me. Would it be convenient to have all of the connected textures in the same file, i.e., the same sprite map? Anyway, we'll cross that bridge when we come to it.
Hey, do you think we could get an update that adds a your cobble to vanilla cobble recipe soon? I'm playing with some mods and the game is impossible with this bug. BTW could we plz get a rubble to cobble recipe; i.e. 4 rubble in a square makes 1 vanilla cobble, because im using iguanatweaks for tinkers construct and the only cobble I can get early on until i get iron is from dungeons, maybe you could make it a confgi option?
Hey, do you think we could get an update that adds a your cobble to vanilla cobble recipe soon? I'm playing with some mods and the game is impossible with this bug. BTW could we plz get a rubble to cobble recipe; i.e. 4 rubble in a square makes 1 vanilla cobble, because im using iguanatweaks for tinkers construct and the only cobble I can get early on until i get iron is from dungeons, maybe you could make it a confgi option?
How about a config option for the required mining level at each hardness? Iguanaman has told me that they would need tweaking to be compatible with his tweaks. I could add that and the cobble/stone recipes for the next release.
Yea, Geologica could do it on its own. I just wish there was some library that would take care of it for me. Would it be convenient to have all of the connected textures in the same file, i.e., the same sprite map? Anyway, we'll cross that bridge when we come to it.
I don't know if it matters much if they're all on the same sprite map or not. Probably whatever is easiest for you. Extra utilities uses a separate file for each portion (horizontal, vertical, anitcorner, corner, etc.). I think Chisel does 2 files for each block so you have one file that's the middle/base texture and another that has 4 other images in one file. He does something different though where he uses half images of each type to form the ctm.
Honestly, ctm is probably more trouble than it's worth. Especially considering all the other elements you're wanting to add to PFAA. Personally and selfishly, I'd rather see you working on the Chemica than mucking around with ctm. I think the overlays alone are going to make Geologica a lot prettier.
Hey, do you think we could get an update that adds a your cobble to vanilla cobble recipe soon? I'm playing with some mods and the game is impossible with this bug. BTW could we plz get a rubble to cobble recipe; i.e. 4 rubble in a square makes 1 vanilla cobble, because im using iguanatweaks for tinkers construct and the only cobble I can get early on until i get iron is from dungeons, maybe you could make it a confgi option?
Have you tested it yet? Make a world and fly around in creative. Due to the above mentioned bug you may already have areas of vanilla stone in your world. Alternately, install Custom Npc's (http://www.minecraftforum.net/topic/833003-172-custom-npcs-splanmp/) and when you start your game give yourself an NPC wand, create an NPC, click on him with the wand and a GUI will open up. From there click on Global and you can input any custom recipe you want.
Honestly, ctm is probably more trouble than it's worth. Especially considering all the other elements you're wanting to add to PFAA. Personally and selfishly, I'd rather see you working on the Chemica than mucking around with ctm. I think the overlays alone are going to make Geologica a lot prettier.
I agree. Would be willing to make the overlays? Or at least contribute some?
Have you tested it yet? Make a world and fly around in creative. Due to the above mentioned bug you may already have areas of vanilla stone in your world. Alternately, install Custom Npc's (http://www.minecraft...m-npcs-splanmp/) and when you start your game give yourself an NPC wand, create an NPC, click on him with the wand and a GUI will open up. From there click on Global and you can input any custom recipe you want.
but the textures are quite awful and feel out of place.
Not to mention it's eye burning.
Hopefully someone will commit to helping me make textures. I'm a scientist/engineer/statistician and have absolutely no sense of visual aesthetics. My code is pretty though.
I haven't had a chance to test if but someone had Metallurgy and the ExtraTic Add-on that allows you to smelt Metallurgy ores in the smeltery, you should theoretically be able to smelt PFAA ores in the smeltery. You would probably have to grind them to dusts first. That's a lot of dependencies, but it is a workaround.
I'll see what I can do to help out. Rotation would help a little. The biggest issue with cross-block flow is that sharp cut-off at the edge of the block, but with something like banded iron it's kind of required.
One idea is to use connected textures with the overlays and maybe even stone. Using CTM you could basically fade the texture at the edges to give it a more natural flowing look. I'm not sure if CTM would affect the performance while generating though, let alone how hard it would be to program. I think I'm going to have to play around with this and see how it looks.
Yea, just to clarify, the blending/compositing is not the issue: I just need some good art.
I'll try see what I can do, which stone or ores needs to be prioritised?
I'll leave that partially up to you (which ones are the ugliest?) but it might also help to rank by prevalence in the world. Things like banded iron, chalcopyrite, sphalerite, galena, bauxite... in terms of stone limestone might be ugly? Please remember to do these as overlays.
Thanks!
I started dinking around with the banded iron texture and it looks much more natural in my opinion. On the left is banded iron with ctm on the right is without. FYI, these are 32x since that's the resolution I typically use but I can easily down-res to 16x when the time comes.
http://imgur.com/bWioCrS
Also, in my testing of this mod I'm finding areas of vanilla stone and ore in my world.
http://imgur.com/93h2JGt
http://imgur.com/ajrNVhW
I'm not sure what's causing it but it could be anything considering I have several dozen other mods installed. Some of the mods I have that include world generation are Better Dungeons, Thermal Expansion, Metallurgy and Better World Generation 4 so it could be one of those. Just thought you should be aware of it.
It works great! In fact COG (which is required) has custom generation options for Thaumcraft infused stone as well as many other mod ores.
I think that looks great. Thanks so much for investing your time. Does anyone else have an opinion? Please chime in.
As far as CTM, that would obviously depend on mcpatcher, and I *think* it would work with the custom overlay rendering. I would suggest though, that if our aim is to replace a large number (all?) of the textures, we should create non-CTM variants first, and then CTM-ify later.
What do you think?
Yes, this a COG bug that existed before I took over its maintenance. Haven't managed to track it down yet :/ You can fix by entering "/cogPopulate 1" if you have admin/cheat privileges.
I don't think it would be a good idea to have a dependency on something like MCPatcher. I was thinking more of having it programmed into the mod like what Extra Utilities and Chisel Mod do. Neither one of them do it in world generation or on an overlay though, just in crafted blocks.
That fixed it. Thanks!
Yea, Geologica could do it on its own. I just wish there was some library that would take care of it for me. Would it be convenient to have all of the connected textures in the same file, i.e., the same sprite map? Anyway, we'll cross that bridge when we come to it.
How about a config option for the required mining level at each hardness? Iguanaman has told me that they would need tweaking to be compatible with his tweaks. I could add that and the cobble/stone recipes for the next release.
I don't know if it matters much if they're all on the same sprite map or not. Probably whatever is easiest for you. Extra utilities uses a separate file for each portion (horizontal, vertical, anitcorner, corner, etc.). I think Chisel does 2 files for each block so you have one file that's the middle/base texture and another that has 4 other images in one file. He does something different though where he uses half images of each type to form the ctm.
Honestly, ctm is probably more trouble than it's worth. Especially considering all the other elements you're wanting to add to PFAA. Personally and selfishly, I'd rather see you working on the Chemica than mucking around with ctm. I think the overlays alone are going to make Geologica a lot prettier.
Have you tested it yet? Make a world and fly around in creative. Due to the above mentioned bug you may already have areas of vanilla stone in your world. Alternately, install Custom Npc's (http://www.minecraftforum.net/topic/833003-172-custom-npcs-splanmp/) and when you start your game give yourself an NPC wand, create an NPC, click on him with the wand and a GUI will open up. From there click on Global and you can input any custom recipe you want.
I agree. Would be willing to make the overlays? Or at least contribute some?
I would recommend MineTweaker for custom recipes.